212 lines
6.0 KiB
Factor
212 lines
6.0 KiB
Factor
! Copyright (C) 2010 Erik Charlebois
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! See http://factorcode.org/license.txt for BSD license.
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USING: accessors alien.c-types arrays classes.struct combinators
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combinators.short-circuit game.loop game.worlds gpu gpu.buffers
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gpu.util.wasd gpu.framebuffers gpu.render gpu.shaders gpu.state
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gpu.textures gpu.util grouping http.client images images.loader
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io io.encodings.ascii io.files io.files.temp kernel locals math
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math.matrices math.vectors.simd math.parser math.vectors
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method-chains namespaces sequences splitting threads ui ui.gadgets
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ui.gadgets.worlds ui.pixel-formats specialized-arrays
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specialized-vectors literals fry xml
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xml.traversal sequences.deep destructors math.bitwise opengl.gl
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game.models.obj game.models.loader game.models.collada ;
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FROM: alien.c-types => float ;
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SPECIALIZED-ARRAY: float
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SPECIALIZED-VECTOR: uint
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IN: model-viewer
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GLSL-SHADER: model-vertex-shader vertex-shader
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uniform mat4 mv_matrix, p_matrix;
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uniform vec3 light_position;
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attribute vec3 POSITION;
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attribute vec3 NORMAL;
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attribute vec2 TEXCOORD;
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varying vec2 texit;
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varying vec3 norm;
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void main()
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{
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vec4 position = mv_matrix * vec4(POSITION, 1.0);
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gl_Position = p_matrix * position;
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texit = TEXCOORD;
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norm = NORMAL;
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}
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;
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GLSL-SHADER: model-fragment-shader fragment-shader
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varying vec2 texit;
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varying vec3 norm;
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void main()
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{
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gl_FragColor = vec4(texit, 0, 1) + vec4(norm, 1);
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}
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;
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GLSL-PROGRAM: model-program
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model-vertex-shader model-fragment-shader ;
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GLSL-SHADER: debug-vertex-shader vertex-shader
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uniform mat4 mv_matrix, p_matrix;
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uniform vec3 light_position;
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attribute vec3 POSITION;
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attribute vec3 COLOR;
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varying vec4 color;
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void main()
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{
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gl_Position = p_matrix * mv_matrix * vec4(POSITION, 1.0);
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color = vec4(COLOR, 1);
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}
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;
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GLSL-SHADER: debug-fragment-shader fragment-shader
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varying vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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;
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GLSL-PROGRAM: debug-program debug-vertex-shader debug-fragment-shader ;
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UNIFORM-TUPLE: model-uniforms < mvp-uniforms
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{ "light-position" vec3-uniform f } ;
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TUPLE: model-state
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models
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vertex-arrays
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index-vectors ;
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TUPLE: model-world < wasd-world
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{ model-state model-state } ;
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VERTEX-FORMAT: model-vertex
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{ "POSITION" float-components 3 f }
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{ "NORMAL" float-components 3 f }
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{ "TEXCOORD" float-components 2 f } ;
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VERTEX-FORMAT: debug-vertex
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{ "POSITION" float-components 3 f }
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{ "COLOR" float-components 3 f } ;
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TUPLE: vbo vertex-buffer index-buffer index-count vertex-format ;
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: <model-buffers> ( models -- buffers )
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[
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{
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[ attribute-buffer>> underlying>> static-upload draw-usage vertex-buffer byte-array>buffer ]
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[ index-buffer>> underlying>> static-upload draw-usage index-buffer byte-array>buffer ]
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[ index-buffer>> length ]
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[ vertex-format>> ]
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} cleave vbo boa
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] map ;
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: fill-model-state ( model-state -- )
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dup models>> <model-buffers>
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[
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[
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[ vertex-buffer>> model-program <program-instance> ]
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[ vertex-format>> ] bi buffer>vertex-array
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] map >>vertex-arrays drop
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]
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[
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[
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[ index-buffer>> ] [ index-count>> ] bi
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'[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
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] map >>index-vectors drop
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] 2bi ;
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: model-files ( -- files )
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{ "C:/Users/erikc/Downloads/test2.dae"
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"C:/Users/erikc/Downloads/Sponza.obj" } ;
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: <model-state> ( -- model-state )
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model-state new
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model-files [ load-models ] [ append ] map-reduce >>models ;
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M: model-world begin-game-world
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init-gpu
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{ 0.0 0.0 2.0 } 0 0 set-wasd-view
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<model-state> [ fill-model-state drop ] [ >>model-state drop ] 2bi ;
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: <model-uniforms> ( world -- uniforms )
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[ wasd-mv-matrix ] [ wasd-p-matrix ] bi
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{ -10000.0 10000.0 10000.0 } ! light position
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model-uniforms boa ;
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: draw-line ( world from to color -- )
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[ 3 head ] tri@ dup -rot append -rot append swap append >float-array
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underlying>> stream-upload draw-usage vertex-buffer byte-array>buffer
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debug-program <program-instance> debug-vertex buffer>vertex-array
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{ 0 1 } >uint-array stream-upload draw-usage index-buffer byte-array>buffer
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2 '[ _ 0 <buffer-ptr> _ uint-indexes <index-elements> ] call
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rot <model-uniforms>
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{
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{ "primitive-mode" [ 3drop lines-mode ] }
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{ "uniforms" [ nip nip ] }
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{ "vertex-array" [ drop drop ] }
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{ "indexes" [ drop nip ] }
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} 3<render-set> render ;
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: draw-lines ( world lines -- )
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3 <groups> [ first3 draw-line ] with each ; inline
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: draw-axes ( world -- )
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{ { 0 0 0 } { 1 0 0 } { 1 0 0 }
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{ 0 0 0 } { 0 1 0 } { 0 1 0 }
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{ 0 0 0 } { 0 0 1 } { 0 0 1 } } draw-lines ;
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: draw-model ( world -- )
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0 0 0 0 glClearColor
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1 glClearDepth
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HEX: ffffffff glClearStencil
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{ GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT GL_STENCIL_BUFFER_BIT } flags glClear
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[
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triangle-fill dup t <triangle-state> set-gpu-state
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face-ccw cull-back <triangle-cull-state> set-gpu-state
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cmp-less <depth-state> set-gpu-state
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[ model-state>> vertex-arrays>> ]
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[ model-state>> index-vectors>> ]
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[ <model-uniforms> ]
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tri
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[
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{
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{ "primitive-mode" [ 3drop triangles-mode ] }
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{ "uniforms" [ nip nip ] }
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{ "vertex-array" [ drop drop ] }
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{ "indexes" [ drop nip ] }
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} 3<render-set> render
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] curry 2each
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]
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[
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cmp-always <depth-state> set-gpu-state
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draw-axes
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]
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bi ;
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M: model-world draw-world*
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draw-model ;
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M: model-world wasd-movement-speed drop 1/4. ;
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M: model-world wasd-near-plane drop 1/32. ;
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M: model-world wasd-far-plane drop 1024.0 ;
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GAME: model-viewer {
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{ world-class model-world }
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{ title "Model Viewer" }
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{ pixel-format-attributes { windowed double-buffered } }
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{ grab-input? t }
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{ use-game-input? t }
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{ pref-dim { 1024 768 } }
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{ tick-interval-micros $[ 60 fps ] }
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} ;
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